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Summoner spell cooldown

All summoner spells have long cooldowns. The shortest are Clairvoyance and Smite with 70 seconds each and the longest is Revive with 540 seconds. Because of their high cooldowns, the use of a summoner spell should be use in a tactical way.

Items of the same name shares a global cooldown among them. This means using an active ability of an item will send all the same items to cooldown, in both your inventory and shop. For example, if a champion with 3 [[File:{{{Deathfire Grasp}}} item.png|20px|alt=|Deathfire Grasp|link=Deathfire Grasp]] Deathfire Grasp uses the activate ability of [[File:{{{Deathfire Grasp}}} item.png|20px|alt=|Deathfire Grasp|link=Deathfire Grasp]] Deathfire Grasp, all three [[File:{{{Deathfire Grasp}}} item.png|20px|alt=|Deathfire Grasp|link=Deathfire Grasp]] Deathfire Grasp will go to a 60 second cooldown. In addition, buying a new [[File:{{{Deathfire Grasp}}} item.png|20px|alt=|Deathfire Grasp|link=Deathfire Grasp]] Deathfire Grasp within the 60 second cooldown, the new [[File:{{{Deathfire Grasp}}} item.png|20px|alt=|Deathfire Grasp|link=Deathfire Grasp]] Deathfire Grasp will also be in cooldown until the remaining cooldown has refreshed.

Different items with similar effects do not share a global cooldown. A champion may have [[File:{{{Hextech Gunblade}}} item.png|20px|alt=|Hextech Gunblade|link=Hextech Gunblade]] Hextech Gunblade and [[File:{{{Bilgewater Cutlass}}} item.png|20px|alt=|Bilgewater Cutlass|link=Bilgewater Cutlass]] Bilgewater Cutlass in their inventory and may use one of the activate effect without causing both items to go on cooldown.

Champion cooldown

Static cooldowns

Static cooldowns cannot be reduced by cooldown reduction. These include:

Ammo cooldowns

Ammo cooldowns is the ammo's recharge time. Ammo cooldowns can be reduced by cooldown reduction. Abilities that requires ammo can only be used while the champion has ammo and the ability is not on cooldown.

Note: Only the ammo's recharge time of these abilities is shown here, to read more information on each of these abilities, follow the link on each of them.

Delay Cooldown

Delay Cooldown are when the ability will go on cooldown once the champion has finished casting all parts of the spell, or the period of casting the spell has finished. For example, Spirit Rush de Ahri will go on to cooldown once all three dash has been perform or the time period of which to cast all three dashes have ended. These include: